/*
 * ***** BEGIN GPL LICENSE BLOCK *****
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Nathan Letwory.
 *
 * ***** END GPL LICENSE BLOCK *****
 */

/** \file blender/collada/collada_utils.cpp
 *  \ingroup collada
 */


/* COLLADABU_ASSERT, may be able to remove later */
#include "COLLADABUPlatform.h"

#include "COLLADAFWGeometry.h"
#include "COLLADAFWMeshPrimitive.h"
#include "COLLADAFWMeshVertexData.h"

#include <set>
#include <string>
extern "C" {
#include "DNA_modifier_types.h"
#include "DNA_customdata_types.h"
#include "DNA_key_types.h"
#include "DNA_object_types.h"
#include "DNA_constraint_types.h"
#include "DNA_mesh_types.h"
#include "DNA_scene_types.h"
#include "DNA_armature_types.h"

#include "BLI_math.h"
#include "BLI_linklist.h"
#include "BLI_listbase.h"

#include "BKE_action.h"
#include "BKE_context.h"
#include "BKE_customdata.h"
#include "BKE_constraint.h"
#include "BKE_key.h"
#include "BKE_material.h"
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_global.h"
#include "BKE_layer.h"
#include "BKE_library.h"
#include "BKE_mesh.h"
#include "BKE_mesh_runtime.h"
#include "BKE_object.h"
#include "BKE_scene.h"

#include "ED_armature.h"
#include "ED_screen.h"
#include "ED_node.h"

#include "MEM_guardedalloc.h"

#include "WM_api.h" // XXX hrm, see if we can do without this
#include "WM_types.h"

#include "bmesh.h"
#include "bmesh_tools.h"

#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#if 0
#include "NOD_common.h"
#endif
}

#include "collada_utils.h"
#include "ExportSettings.h"
#include "BlenderContext.h"

float bc_get_float_value(const COLLADAFW::FloatOrDoubleArray& array, unsigned int index)
{
	if (index >= array.getValuesCount())
		return 0.0f;

	if (array.getType() == COLLADAFW::MeshVertexData::DATA_TYPE_FLOAT)
		return array.getFloatValues()->getData()[index];
	else
		return array.getDoubleValues()->getData()[index];
}

// copied from /editors/object/object_relations.c
int bc_test_parent_loop(Object *par, Object *ob)
{
	/* test if 'ob' is a parent somewhere in par's parents */

	if (par == NULL) return 0;
	if (ob == par) return 1;

	return bc_test_parent_loop(par->parent, ob);
}

void bc_get_children(std::vector<Object *> &child_set, Object *ob, ViewLayer *view_layer)
{
	Base *base;
	for (base = (Base *)view_layer->object_bases.first; base; base = base->next) {
		Object *cob = base->object;
		if (cob->parent == ob) {
			switch (ob->type) {
			case OB_MESH:
			case OB_CAMERA:
			case OB_LAMP:
			case OB_EMPTY:
			case OB_ARMATURE:
				child_set.push_back(cob);
			default: break;
			}
		}
	}
}

bool bc_validateConstraints(bConstraint *con)
{
	const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(con);

	/* these we can skip completely (invalid constraints...) */
	if (cti == NULL)
		return false;
	if (con->flag & (CONSTRAINT_DISABLE | CONSTRAINT_OFF))
		return false;

	/* these constraints can't be evaluated anyway */
	if (cti->evaluate_constraint == NULL)
		return false;

	/* influence == 0 should be ignored */
	if (con->enforce == 0.0f)
		return false;

	/* validation passed */
	return true;
}

// a shortened version of parent_set_exec()
// if is_parent_space is true then ob->obmat will be multiplied by par->obmat before parenting
int bc_set_parent(Object *ob, Object *par, bContext *C, bool is_parent_space)
{
	Object workob;
	Depsgraph *depsgraph = CTX_data_depsgraph(C);
	Scene *sce = CTX_data_scene(C);

	if (!par || bc_test_parent_loop(par, ob))
		return false;

	ob->parent = par;
	ob->partype = PAROBJECT;

	ob->parsubstr[0] = 0;

	if (is_parent_space) {
		float mat[4][4];
		// calc par->obmat
		BKE_object_where_is_calc(depsgraph, sce, par);

		// move child obmat into world space
		mul_m4_m4m4(mat, par->obmat, ob->obmat);
		copy_m4_m4(ob->obmat, mat);
	}

	// apply child obmat (i.e. decompose it into rot/loc/size)
	BKE_object_apply_mat4(ob, ob->obmat, 0, 0);

	// compute parentinv
	BKE_object_workob_calc_parent(depsgraph, sce, ob, &workob);
	invert_m4_m4(ob->parentinv, workob.obmat);

	DEG_id_tag_update(&ob->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY);
	DEG_id_tag_update(&par->id, ID_RECALC_TRANSFORM);

	return true;
}

std::vector<bAction *> bc_getSceneActions(const bContext *C, Object *ob, bool all_actions)
{
	std::vector<bAction *> actions;
	if (all_actions) {
		Main *bmain = CTX_data_main(C);
		ID *id;

		for (id = (ID *)bmain->action.first; id; id = (ID *)(id->next)) {
			bAction *act = (bAction *)id;
			/* XXX This currently creates too many actions.
			   TODO Need to check if the action is compatible to the given object
			*/
			actions.push_back(act);
		}
	}
	else
	{
		bAction *action = bc_getSceneObjectAction(ob);
		actions.push_back(action);
	}

	return actions;
}

std::string bc_get_action_id(std::string action_name, std::string ob_name, std::string channel_type, std::string axis_name, std::string axis_separator)
{
	std::string result = action_name + "_" + channel_type;
	if (ob_name.length() > 0)
		result = ob_name + "_" + result;
	if (axis_name.length() > 0)
		result += axis_separator + axis_name;
	return translate_id(result);
}

void bc_update_scene(BlenderContext &blender_context, float ctime)
{
	Main *bmain = blender_context.get_main();
	Scene *scene = blender_context.get_scene();
	Depsgraph *depsgraph = blender_context.get_depsgraph();

	/*
	 * See remark in physics_fluid.c lines 395...)
	 * BKE_scene_update_for_newframe(ev_context, bmain, scene, scene->lay);
	*/
	BKE_scene_frame_set(scene, ctime);
	ED_update_for_newframe(bmain, depsgraph);
}

Object *bc_add_object(Main *bmain, Scene *scene, ViewLayer *view_layer, int type, const char *name)
{
	Object *ob = BKE_object_add_only_object(bmain, type, name);

	ob->data = BKE_object_obdata_add_from_type(bmain, type, name);
	ob->lay = scene->lay;
	DEG_id_tag_update(&ob->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY | ID_RECALC_ANIMATION);

	LayerCollection *layer_collection = BKE_layer_collection_get_active(view_layer);
	BKE_collection_object_add(bmain, layer_collection->collection, ob);

	Base *base = BKE_view_layer_base_find(view_layer, ob);
	/* TODO: is setting active needed? */
	BKE_view_layer_base_select_and_set_active(view_layer, base);

	return ob;
}

Mesh *bc_get_mesh_copy(
    BlenderContext &blender_context,
	Object *ob,
	BC_export_mesh_type export_mesh_type,
	bool apply_modifiers,
	bool triangulate)
{
	CustomDataMask mask = CD_MASK_MESH;
	Mesh *tmpmesh = NULL;
	if (apply_modifiers) {
#if 0  /* Not supported by new system currently... */
		switch (export_mesh_type) {
			case BC_MESH_TYPE_VIEW:
			{
				dm = mesh_create_derived_view(depsgraph, scene, ob, mask);
				break;
			}
			case BC_MESH_TYPE_RENDER:
			{
				dm = mesh_create_derived_render(depsgraph, scene, ob, mask);
				break;
			}
		}
#else
		Depsgraph *depsgraph = blender_context.get_depsgraph();
		Scene *scene_eval = blender_context.get_evaluated_scene();
		Object *ob_eval = blender_context.get_evaluated_object(ob);
		tmpmesh = mesh_get_eval_final(depsgraph, scene_eval, ob_eval, mask);
#endif
	}
	else {
		tmpmesh = (Mesh *)ob->data;
	}

	BKE_id_copy_ex(NULL, &tmpmesh->id, (ID **)&tmpmesh,
	               LIB_ID_CREATE_NO_MAIN |
	               LIB_ID_CREATE_NO_USER_REFCOUNT |
	               LIB_ID_CREATE_NO_DEG_TAG |
	               LIB_ID_COPY_NO_PREVIEW,
	               false);

	if (triangulate) {
		bc_triangulate_mesh(tmpmesh);
	}
	BKE_mesh_tessface_ensure(tmpmesh);
	return tmpmesh;
}

Object *bc_get_assigned_armature(Object *ob)
{
	Object *ob_arm = NULL;

	if (ob->parent && ob->partype == PARSKEL && ob->parent->type == OB_ARMATURE) {
		ob_arm = ob->parent;
	}
	else {
		ModifierData *mod;
		for (mod = (ModifierData *)ob->modifiers.first; mod; mod = mod->next) {
			if (mod->type == eModifierType_Armature) {
				ob_arm = ((ArmatureModifierData *)mod)->object;
			}
		}
	}

	return ob_arm;
}

/*
* Returns the highest selected ancestor
* returns NULL if no ancestor is selected
* IMPORTANT: This function expects that all exported objects have set:
* ob->id.tag & LIB_TAG_DOIT
*/
Object *bc_get_highest_selected_ancestor_or_self(LinkNode *export_set, Object *ob)

{
	Object *ancestor = ob;
	while (ob->parent && bc_is_marked(ob->parent)) {
		ob = ob->parent;
		ancestor = ob;
	}
	return ancestor;
}

bool bc_is_base_node(LinkNode *export_set, Object *ob)
{
	Object *root = bc_get_highest_selected_ancestor_or_self(export_set, ob);
	return (root == ob);
}

bool bc_is_in_Export_set(LinkNode *export_set, Object *ob, ViewLayer *view_layer)
{
	bool to_export = (BLI_linklist_index(export_set, ob) != -1);

	if (!to_export)
	{
		/* Mark this object as to_export even if it is not in the
		export list, but it contains children to export */

		std::vector<Object *> children;
		bc_get_children(children, ob, view_layer);
		for (int i = 0; i < children.size(); i++) {
			if (bc_is_in_Export_set(export_set, children[i], view_layer)) {
				to_export = true;
				break;
			}
		}
	}
	return to_export;
}

bool bc_has_object_type(LinkNode *export_set, short obtype)
{
	LinkNode *node;

	for (node = export_set; node; node = node->next) {
		Object *ob = (Object *)node->link;
		/* XXX - why is this checking for ob->data? - we could be looking for empties */
		if (ob->type == obtype && ob->data) {
			return true;
		}
	}
	return false;
}

int bc_is_marked(Object *ob)
{
	return ob && (ob->id.tag & LIB_TAG_DOIT);
}

void bc_remove_mark(Object *ob)
{
	ob->id.tag &= ~LIB_TAG_DOIT;
}

void bc_set_mark(Object *ob)
{
	ob->id.tag |= LIB_TAG_DOIT;
}

// Use bubble sort algorithm for sorting the export set
void bc_bubble_sort_by_Object_name(LinkNode *export_set)
{
	bool sorted = false;
	LinkNode *node;
	for (node = export_set; node->next && !sorted; node = node->next) {

		sorted = true;

		LinkNode *current;
		for (current = export_set; current->next; current = current->next) {
			Object *a = (Object *)current->link;
			Object *b = (Object *)current->next->link;

			if (strcmp(a->id.name, b->id.name) > 0) {
				current->link       = b;
				current->next->link = a;
				sorted = false;
			}

		}
	}
}

/* Check if a bone is the top most exportable bone in the bone hierarchy.
 * When deform_bones_only == false, then only bones with NO parent
 * can be root bones. Otherwise the top most deform bones in the hierarchy
 * are root bones.
 */
bool bc_is_root_bone(Bone *aBone, bool deform_bones_only)
{
	if (deform_bones_only) {
		Bone *root = NULL;
		Bone *bone = aBone;
		while (bone) {
			if (!(bone->flag & BONE_NO_DEFORM))
				root = bone;
			bone = bone->parent;
		}
		return (aBone == root);
	}
	else
		return !(aBone->parent);
}

int bc_get_active_UVLayer(Object *ob)
{
	Mesh *me = (Mesh *)ob->data;
	return CustomData_get_active_layer_index(&me->ldata, CD_MLOOPUV);
}

std::string bc_url_encode(std::string data)
{
	/* XXX We probably do not need to do a full encoding.
	 * But in case that is necessary,then it can be added here.
	 */
	return bc_replace_string(data,"#", "%23");
}

std::string bc_replace_string(std::string data, const std::string& pattern,
                              const std::string& replacement)
{
	size_t pos = 0;
	while ((pos = data.find(pattern, pos)) != std::string::npos) {
		data.replace(pos, pattern.length(), replacement);
		pos += replacement.length();
	}
	return data;
}

/**
 * Calculate a rescale factor such that the imported scene's scale
 * is preserved. I.e. 1 meter in the import will also be
 * 1 meter in the current scene.
 */

void bc_match_scale(Object *ob, UnitConverter &bc_unit, bool scale_to_scene)
{
	if (scale_to_scene) {
		mul_m4_m4m4(ob->obmat, bc_unit.get_scale(), ob->obmat);
	}
	mul_m4_m4m4(ob->obmat, bc_unit.get_rotation(), ob->obmat);
	BKE_object_apply_mat4(ob, ob->obmat, 0, 0);
}

void bc_match_scale(std::vector<Object *> *objects_done,
	                UnitConverter &bc_unit,
	                bool scale_to_scene)
{
	for (std::vector<Object *>::iterator it = objects_done->begin();
			it != objects_done->end();
			++it)
	{
		Object *ob = *it;
		if (ob -> parent == NULL) {
			bc_match_scale(*it, bc_unit, scale_to_scene);
		}
	}
}

/*
 * Convenience function to get only the needed components of a matrix
 */
void bc_decompose(float mat[4][4], float *loc, float eul[3], float quat[4], float *size)
{
	if (size) {
		mat4_to_size(size, mat);
	}

	if (eul) {
		mat4_to_eul(eul, mat);
	}

	if (quat) {
		mat4_to_quat(quat, mat);
	}

	if (loc) {
		copy_v3_v3(loc, mat[3]);
	}
}

/*
 * Create rotation_quaternion from a delta rotation and a reference quat
 *
 * Input:
 * mat_from: The rotation matrix before rotation
 * mat_to  : The rotation matrix after rotation
 * qref    : the quat corresponding to mat_from
 *
 * Output:
 * rot     : the calculated result (quaternion)
 *
 */
void bc_rotate_from_reference_quat(float quat_to[4], float quat_from[4], float mat_to[4][4])
{
	float qd[4];
	float matd[4][4];
	float mati[4][4];
	float mat_from[4][4];
	quat_to_mat4(mat_from, quat_from);

	// Calculate the difference matrix matd between mat_from and mat_to
	invert_m4_m4(mati, mat_from);
	mul_m4_m4m4(matd, mati, mat_to);

	mat4_to_quat(qd, matd);

	mul_qt_qtqt(quat_to, qd, quat_from); // rot is the final rotation corresponding to mat_to
}

void bc_triangulate_mesh(Mesh *me)
{
	bool use_beauty  = false;
	bool tag_only    = false;
	int  quad_method = MOD_TRIANGULATE_QUAD_SHORTEDGE; /* XXX: The triangulation method selection could be offered in the UI */

	const struct BMeshCreateParams bm_create_params = {0};
	BMesh *bm = BM_mesh_create(
	        &bm_mesh_allocsize_default,
	        &bm_create_params);
	BMeshFromMeshParams bm_from_me_params = {0};
	bm_from_me_params.calc_face_normal = true;
	BM_mesh_bm_from_me(bm, me, &bm_from_me_params);
	BM_mesh_triangulate(bm, quad_method, use_beauty, tag_only, NULL, NULL, NULL);

	BMeshToMeshParams bm_to_me_params = {0};
	bm_to_me_params.calc_object_remap = false;
	BM_mesh_bm_to_me(NULL, bm, me, &bm_to_me_params);
	BM_mesh_free(bm);
}

/*
 * A bone is a leaf when it has no children or all children are not connected.
 */
bool bc_is_leaf_bone(Bone *bone)
{
	for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
		if (child->flag & BONE_CONNECTED)
			return false;
	}
	return true;
}

EditBone *bc_get_edit_bone(bArmature * armature, char *name) {
	EditBone  *eBone;

	for (eBone = (EditBone *)armature->edbo->first; eBone; eBone = eBone->next) {
		if (STREQ(name, eBone->name))
			return eBone;
	}

	return NULL;

}
int bc_set_layer(int bitfield, int layer)
{
	return bc_set_layer(bitfield, layer, true); /* enable */
}

int bc_set_layer(int bitfield, int layer, bool enable)
{
	int bit = 1u << layer;

	if (enable)
		bitfield |= bit;
	else
		bitfield &= ~bit;

	return bitfield;
}

/**
 * This method creates a new extension map when needed.
 * \note The ~BoneExtensionManager destructor takes care
 * to delete the created maps when the manager is removed.
 */
BoneExtensionMap &BoneExtensionManager::getExtensionMap(bArmature *armature)
{
	std::string key = armature->id.name;
	BoneExtensionMap *result = extended_bone_maps[key];
	if (result == NULL)
	{
		result = new BoneExtensionMap();
		extended_bone_maps[key] = result;
	}
	return *result;
}

BoneExtensionManager::~BoneExtensionManager()
{
	std::map<std::string, BoneExtensionMap *>::iterator map_it;
	for (map_it = extended_bone_maps.begin(); map_it != extended_bone_maps.end(); ++map_it)
	{
		BoneExtensionMap *extended_bones = map_it->second;
		for (BoneExtensionMap::iterator ext_it = extended_bones->begin(); ext_it != extended_bones->end(); ++ext_it) {
			if (ext_it->second != NULL)
				delete ext_it->second;
		}
		extended_bones->clear();
		delete extended_bones;
	}
}

/**
 * BoneExtended is a helper class needed for the Bone chain finder
 * See ArmatureImporter::fix_leaf_bones()
 * and ArmatureImporter::connect_bone_chains()
 */

BoneExtended::BoneExtended(EditBone *aBone)
{
	this->set_name(aBone->name);
	this->chain_length = 0;
	this->is_leaf = false;
	this->tail[0] = 0.0f;
	this->tail[1] = 0.5f;
	this->tail[2] = 0.0f;
	this->use_connect = -1;
	this->roll = 0;
	this->bone_layers = 0;

	this->has_custom_tail = false;
	this->has_custom_roll = false;
}

char *BoneExtended::get_name()
{
	return name;
}

void BoneExtended::set_name(char *aName)
{
	BLI_strncpy(name, aName, MAXBONENAME);
}

int BoneExtended::get_chain_length()
{
	return chain_length;
}

void BoneExtended::set_chain_length(const int aLength)
{
	chain_length = aLength;
}

void BoneExtended::set_leaf_bone(bool state)
{
	is_leaf = state;
}

bool BoneExtended::is_leaf_bone()
{
	return is_leaf;
}

void BoneExtended::set_roll(float roll)
{
	this->roll = roll;
	this->has_custom_roll = true;
}

bool BoneExtended::has_roll()
{
	return this->has_custom_roll;
}

float BoneExtended::get_roll()
{
	return this->roll;
}

void BoneExtended::set_tail(float vec[])
{
	this->tail[0] = vec[0];
	this->tail[1] = vec[1];
	this->tail[2] = vec[2];
	this->has_custom_tail = true;
}

bool BoneExtended::has_tail()
{
	return this->has_custom_tail;
}

float *BoneExtended::get_tail()
{
	return this->tail;
}

inline bool isInteger(const std::string & s)
{
	if (s.empty() || ((!isdigit(s[0])) && (s[0] != '-') && (s[0] != '+'))) return false;

	char *p;
	strtol(s.c_str(), &p, 10);

	return (*p == 0);
}

void BoneExtended::set_bone_layers(std::string layerString, std::vector<std::string> &layer_labels)
{
	std::stringstream ss(layerString);
	std::string layer;
	int pos;

	while (ss >> layer) {

		/* Blender uses numbers to specify layers*/
		if (isInteger(layer))
		{
			pos = atoi(layer.c_str());
			if (pos >= 0 && pos < 32) {
				this->bone_layers = bc_set_layer(this->bone_layers, pos);
				continue;
			}
		}

		/* layer uses labels (not supported by blender). Map to layer numbers:*/
		pos = find(layer_labels.begin(), layer_labels.end(), layer) - layer_labels.begin();
		if (pos >= layer_labels.size()) {
			layer_labels.push_back(layer); /* remember layer number for future usage*/
		}

		if (pos > 31)
		{
			fprintf(stderr, "Too many layers in Import. Layer %s mapped to Blender layer 31\n", layer.c_str());
			pos = 31;
		}

		/* If numeric layers and labeled layers are used in parallel (unlikely),
		 * we get a potential mixup. Just leave as is for now.
		 */
		this->bone_layers = bc_set_layer(this->bone_layers, pos);

	}
}

std::string BoneExtended::get_bone_layers(int bitfield)
{
	std::string result = "";
	std::string sep = "";
	int bit = 1u;

	std::ostringstream ss;
	for (int i = 0; i < 32; i++)
	{
		if (bit & bitfield)
		{
			ss << sep << i;
			sep = " ";
		}
		bit = bit << 1;
	}
	return ss.str();
}

int BoneExtended::get_bone_layers()
{
	return (bone_layers == 0) ? 1 : bone_layers; // ensure that the bone is in at least one bone layer!
}


void BoneExtended::set_use_connect(int use_connect)
{
	this->use_connect = use_connect;
}

int BoneExtended::get_use_connect()
{
	return this->use_connect;
}

/**
 * Stores a 4*4 matrix as a custom bone property array of size 16
 */
void bc_set_IDPropertyMatrix(EditBone *ebone, const char *key, float mat[4][4])
{
	IDProperty *idgroup = (IDProperty *)ebone->prop;
	if (idgroup == NULL)
	{
		IDPropertyTemplate val = { 0 };
		idgroup = IDP_New(IDP_GROUP, &val, "RNA_EditBone ID properties");
		ebone->prop = idgroup;
	}

	IDPropertyTemplate val = { 0 };
	val.array.len = 16;
	val.array.type = IDP_FLOAT;

	IDProperty *data = IDP_New(IDP_ARRAY, &val, key);
	float *array = (float *)IDP_Array(data);
	for (int i = 0; i < 4; i++)
		for (int j = 0; j < 4; j++)
			array[4 * i + j] = mat[i][j];

	IDP_AddToGroup(idgroup, data);
}

#if 0
/**
 * Stores a Float value as a custom bone property
 *
 * Note: This function is currently not needed. Keep for future usage
 */
static void bc_set_IDProperty(EditBone *ebone, const char *key, float value)
{
	if (ebone->prop == NULL)
	{
		IDPropertyTemplate val = { 0 };
		ebone->prop = IDP_New(IDP_GROUP, &val, "RNA_EditBone ID properties");
	}

	IDProperty *pgroup = (IDProperty *)ebone->prop;
	IDPropertyTemplate val = { 0 };
	IDProperty *prop = IDP_New(IDP_FLOAT, &val, key);
	IDP_Float(prop) = value;
	IDP_AddToGroup(pgroup, prop);

}
#endif

/**
 * Get a custom property when it exists.
 * This function is also used to check if a property exists.
 */
IDProperty *bc_get_IDProperty(Bone *bone, std::string key)
{
	return (bone->prop == NULL) ? NULL : IDP_GetPropertyFromGroup(bone->prop, key.c_str());
}

/**
 * Read a custom bone property and convert to float
 * Return def if the property does not exist.
 */
float bc_get_property(Bone *bone, std::string key, float def)
{
	float result = def;
	IDProperty *property = bc_get_IDProperty(bone, key);
	if (property) {
		switch (property->type) {
			case IDP_INT:
				result = (float)(IDP_Int(property));
				break;
			case IDP_FLOAT:
				result = (float)(IDP_Float(property));
				break;
			case IDP_DOUBLE:
				result = (float)(IDP_Double(property));
				break;
			default:
				result = def;
		}
	}
	return result;
}

/**
 * Read a custom bone property and convert to matrix
 * Return true if conversion was successful
 *
 * Return false if:
 * - the property does not exist
 * - is not an array of size 16
 */
bool bc_get_property_matrix(Bone *bone, std::string key, float mat[4][4])
{
	IDProperty *property = bc_get_IDProperty(bone, key);
	if (property && property->type == IDP_ARRAY && property->len == 16) {
		float *array = (float *)IDP_Array(property);
		for (int i = 0; i < 4; i++)
			for (int j = 0; j < 4; j++)
				mat[i][j] = array[4 * i + j];
		return true;
	}
	return false;
}

/**
 * get a vector that is stored in 3 custom properties (used in Blender <= 2.78)
 */
void bc_get_property_vector(Bone *bone, std::string key, float val[3], const float def[3])
{
	val[0] = bc_get_property(bone, key + "_x", def[0]);
	val[1] = bc_get_property(bone, key + "_y", def[1]);
	val[2] = bc_get_property(bone, key + "_z", def[2]);
}

/**
 * Check if vector exist stored in 3 custom properties (used in Blender <= 2.78)
 */
static bool has_custom_props(Bone *bone, bool enabled, std::string key)
{
	if (!enabled)
		return false;

	return (bc_get_IDProperty(bone, key + "_x")
		||	bc_get_IDProperty(bone, key + "_y")
		||	bc_get_IDProperty(bone, key + "_z"));

}

void bc_enable_fcurves(bAction *act, char *bone_name)
{
	FCurve *fcu;
	char prefix[200];

	if (bone_name)
		BLI_snprintf(prefix, sizeof(prefix), "pose.bones[\"%s\"]", bone_name);

	for (fcu = (FCurve *)act->curves.first; fcu; fcu = fcu->next) {
		if (bone_name) {
			if (STREQLEN(fcu->rna_path, prefix, strlen(prefix)))
				fcu->flag &= ~FCURVE_DISABLED;
			else
				fcu->flag |= FCURVE_DISABLED;
		}
		else {
			fcu->flag &= ~FCURVE_DISABLED;
		}
	}
}

bool bc_bone_matrix_local_get(Object *ob, Bone *bone, Matrix &mat, bool for_opensim)
{

	/* Ok, lets be super cautious and check if the bone exists */
	bPose *pose = ob->pose;
	bPoseChannel *pchan = BKE_pose_channel_find_name(pose, bone->name);
	if (!pchan) {
		return false;
	}

	bAction *action = bc_getSceneObjectAction(ob);
	bPoseChannel *parchan = pchan->parent;

	bc_enable_fcurves(action, bone->name);
	float ipar[4][4];

	if (bone->parent) {
		invert_m4_m4(ipar, parchan->pose_mat);
		mul_m4_m4m4(mat, ipar, pchan->pose_mat);
	}
	else
		copy_m4_m4(mat, pchan->pose_mat);

	/* OPEN_SIM_COMPATIBILITY
	* AFAIK animation to second life is via BVH, but no
	* reason to not have the collada-animation be correct
	*/
	if (for_opensim) {
		float temp[4][4];
		copy_m4_m4(temp, bone->arm_mat);
		temp[3][0] = temp[3][1] = temp[3][2] = 0.0f;
		invert_m4(temp);

		mul_m4_m4m4(mat, mat, temp);

		if (bone->parent) {
			copy_m4_m4(temp, bone->parent->arm_mat);
			temp[3][0] = temp[3][1] = temp[3][2] = 0.0f;

			mul_m4_m4m4(mat, temp, mat);
		}
	}
	bc_enable_fcurves(action, NULL);
	return true;
}

bool bc_is_animated(BCMatrixSampleMap &values)
{
	static float MIN_DISTANCE = 0.00001;

	if (values.size() < 2)
		return false; // need at least 2 entries to be not flat

	BCMatrixSampleMap::iterator it;
	const BCMatrix *refmat = NULL;
	for (it = values.begin(); it != values.end(); ++it) {
		const BCMatrix *matrix = it->second;

		if (refmat == NULL) {
			refmat = matrix;
			continue;
		}

		if (!matrix->in_range(*refmat, MIN_DISTANCE))
			return true;
	}
	return false;
}

bool bc_has_animations(Object *ob)
{
	/* Check for object,lamp and camera transform animations */
	if ((bc_getSceneObjectAction(ob) && bc_getSceneObjectAction(ob)->curves.first) ||
		(bc_getSceneLampAction(ob) && bc_getSceneLampAction(ob)->curves.first) ||
		(bc_getSceneCameraAction(ob) && bc_getSceneCameraAction(ob)->curves.first))
		return true;

	//Check Material Effect parameter animations.
	for (int a = 0; a < ob->totcol; a++) {
		Material *ma = give_current_material(ob, a + 1);
		if (!ma) continue;
		if (ma->adt && ma->adt->action && ma->adt->action->curves.first)
			return true;
	}

	Key *key = BKE_key_from_object(ob);
	if ((key && key->adt && key->adt->action) && key->adt->action->curves.first)
		return true;

	return false;
}


bool bc_has_animations(Scene *sce, LinkNode &export_set)
{
	LinkNode *node;

	for (node = &export_set; node; node = node->next) {
		Object *ob = (Object *)node->link;

		if (bc_has_animations(ob))
			return true;
	}
	return false;
}

/**
 * Check if custom information about bind matrix exists and modify the from_mat
 * accordingly.
 *
 * Note: This is old style for Blender <= 2.78 only kept for compatibility
 */
void bc_create_restpose_mat(const ExportSettings *export_settings, Bone *bone, float to_mat[4][4], float from_mat[4][4], bool use_local_space)
{
	float loc[3];
	float rot[3];
	float scale[3];
	static const float V0[3] = { 0, 0, 0 };

	if (!has_custom_props(bone, export_settings->keep_bind_info, "restpose_loc") &&
		!has_custom_props(bone, export_settings->keep_bind_info, "restpose_rot") &&
		!has_custom_props(bone, export_settings->keep_bind_info, "restpose_scale"))
	{
		/* No need */
		copy_m4_m4(to_mat, from_mat);
		return;
	}

	bc_decompose(from_mat, loc, rot, NULL, scale);
	loc_eulO_size_to_mat4(to_mat, loc, rot, scale, 6);

	if (export_settings->keep_bind_info) {
		bc_get_property_vector(bone, "restpose_loc", loc, loc);

		if (use_local_space && bone->parent) {
			Bone *b = bone;
			while (b->parent) {
				b = b->parent;
				float ploc[3];
				bc_get_property_vector(b, "restpose_loc", ploc, V0);
				loc[0] += ploc[0];
				loc[1] += ploc[1];
				loc[2] += ploc[2];
			}
		}
	}

	if (export_settings->keep_bind_info) {
		if (bc_get_IDProperty(bone, "restpose_rot_x"))
		    rot[0] = DEG2RADF(bc_get_property(bone, "restpose_rot_x", 0));
		if (bc_get_IDProperty(bone, "restpose_rot_y"))
			rot[1] = DEG2RADF(bc_get_property(bone, "restpose_rot_y", 0));
		if (bc_get_IDProperty(bone, "restpose_rot_z"))
			rot[2] = DEG2RADF(bc_get_property(bone, "restpose_rot_z", 0));
	}

	if (export_settings->keep_bind_info) {
		bc_get_property_vector(bone, "restpose_scale", scale, scale);
	}

	loc_eulO_size_to_mat4(to_mat, loc, rot, scale, 6);

}

/*
 * Make 4*4 matrices better readable
 */
void bc_sanitize_mat(float mat[4][4], int precision)
{
	for (int i = 0; i < 4; i++)
		for (int j = 0; j < 4; j++) {
			double val = (double)mat[i][j];
			val = double_round(val, precision);
			mat[i][j] = (float)val;
		}
}

void bc_sanitize_v3(float v[3], int precision)
{
	for (int i = 0; i < 3; i++) {
		double val = (double)v[i];
		val = double_round(val, precision);
		v[i] = (float)val;
	}
}

void bc_sanitize_mat(double mat[4][4], int precision)
{
	for (int i = 0; i < 4; i++)
		for (int j = 0; j < 4; j++)
			mat[i][j] = double_round(mat[i][j], precision);
}

void bc_sanitize_v3(double v[3], int precision)
{
	for (int i = 0; i < 3; i++) {
		v[i] = double_round(v[i], precision);
	}
}

void bc_copy_m4_farray(float r[4][4], float *a)
{
	for (int i = 0; i < 4; i++)
		for (int j = 0; j < 4; j++)
			r[i][j] = *a++;
}

void bc_copy_farray_m4(float *r, float a[4][4])
{
	for (int i = 0; i < 4; i++)
		for (int j = 0; j < 4; j++)
			*r++ = a[i][j];
}

void bc_copy_darray_m4d(double *r, double a[4][4])
{
	for (int i = 0; i < 4; i++)
		for (int j = 0; j < 4; j++)
			*r++ = a[i][j];
}

void bc_copy_v44_m4d(std::vector<std::vector<double>> &r, double(&a)[4][4])
{
	for (int i = 0; i < 4; i++) {
		for (int j = 0; j < 4; j++) {
			r[i][j] = a[i][j];
		}
	}
}

void bc_copy_m4d_v44(double (&r)[4][4], std::vector<std::vector<double>> &a)
{
	for (int i = 0; i < 4; i++) {
		for (int j = 0; j < 4; j++) {
			r[i][j] = a[i][j];
		}
	}
}

/**
 * Returns name of Active UV Layer or empty String if no active UV Layer defined
 */
std::string bc_get_active_uvlayer_name(Mesh *me)
{
	int num_layers = CustomData_number_of_layers(&me->ldata, CD_MLOOPUV);
	if (num_layers) {
		char *layer_name = bc_CustomData_get_active_layer_name(&me->ldata, CD_MLOOPUV);
		if (layer_name) {
			return std::string(layer_name);
		}
	}
	return "";
}

/**
 * Returns name of Active UV Layer or empty String if no active UV Layer defined.
 * Assuming the Object is of type MESH
 */
std::string bc_get_active_uvlayer_name(Object *ob)
{
	Mesh *me = (Mesh *)ob->data;
	return bc_get_active_uvlayer_name(me);
}

/**
 * Returns UV Layer name or empty string if layer index is out of range
 */
std::string bc_get_uvlayer_name(Mesh *me, int layer)
{
	int num_layers = CustomData_number_of_layers(&me->ldata, CD_MLOOPUV);
	if (num_layers && layer < num_layers) {
		char *layer_name = bc_CustomData_get_layer_name(&me->ldata, CD_MLOOPUV, layer);
		if (layer_name) {
			return std::string(layer_name);
		}
	}
	return "";
}

std::string bc_find_bonename_in_path(std::string path, std::string probe)
{
	std::string result;
	char *boneName = BLI_str_quoted_substrN(path.c_str(), probe.c_str());
	if (boneName) {
		result = std::string(boneName);
		MEM_freeN(boneName);
	}
	return result;
}

static bNodeTree *prepare_material_nodetree(Material *ma)
{
	if (ma->nodetree == NULL) {
		ma->nodetree = ntreeAddTree(NULL, "Shader Nodetree", "ShaderNodeTree");
		ma->use_nodes = true;
	}
	return ma->nodetree;
}

bNode *bc_add_node(bContext *C, bNodeTree *ntree, int node_type, int locx, int locy, std::string label)
{
	bNode *node = nodeAddStaticNode(C, ntree, node_type);
	if (node) {
		if (label.length() > 0) {
			strcpy(node->label, label.c_str());
		}
		node->locx = locx;
		node->locy = locy;
		node->flag |= NODE_SELECT;
	}
	return node;
}


bNode *bc_add_node(bContext *C, bNodeTree *ntree, int node_type, int locx, int locy)
{
	return bc_add_node(C, ntree, node_type, locx, locy, "");
}

#if 0
// experimental, probably not used
static bNodeSocket *bc_group_add_input_socket(bNodeTree *ntree, bNode *to_node, int to_index, std::string label)
{
	bNodeSocket *to_socket = (bNodeSocket *)BLI_findlink(&to_node->inputs, to_index);

	//bNodeSocket *socket = ntreeAddSocketInterfaceFromSocket(ntree, to_node, to_socket);
	//return socket;

	bNodeSocket *gsock = ntreeAddSocketInterfaceFromSocket(ntree, to_node, to_socket);
	bNode *inputGroup = ntreeFindType(ntree, NODE_GROUP_INPUT);
	node_group_input_verify(ntree, inputGroup, (ID *)ntree);
	bNodeSocket *newsock = node_group_input_find_socket(inputGroup, gsock->identifier);
	nodeAddLink(ntree, inputGroup, newsock, to_node, to_socket);
	strcpy(newsock->name, label.c_str());
	return newsock;
}

static bNodeSocket *bc_group_add_output_socket(bNodeTree *ntree, bNode *from_node, int from_index, std::string label)
{
	bNodeSocket *from_socket = (bNodeSocket *)BLI_findlink(&from_node->outputs, from_index);

	//bNodeSocket *socket = ntreeAddSocketInterfaceFromSocket(ntree, to_node, to_socket);
	//return socket;

	bNodeSocket *gsock = ntreeAddSocketInterfaceFromSocket(ntree, from_node, from_socket);
	bNode *outputGroup = ntreeFindType(ntree, NODE_GROUP_OUTPUT);
	node_group_output_verify(ntree, outputGroup, (ID *)ntree);
	bNodeSocket *newsock = node_group_output_find_socket(outputGroup, gsock->identifier);
	nodeAddLink(ntree, from_node, from_socket, outputGroup, newsock);
	strcpy(newsock->name, label.c_str());
	return newsock;
}


void bc_make_group(bContext *C, bNodeTree *ntree, std::map<std::string, bNode *> nmap)
{
	bNode *gnode = node_group_make_from_selected(C, ntree, "ShaderNodeGroup", "ShaderNodeTree");
	bNodeTree *gtree = (bNodeTree *)gnode->id;

	bc_group_add_input_socket(gtree, nmap["main"], 0, "Diffuse");
	bc_group_add_input_socket(gtree, nmap["emission"], 0, "Emission");
	bc_group_add_input_socket(gtree, nmap["mix"], 0, "Transparency");
	bc_group_add_input_socket(gtree, nmap["emission"], 1, "Emission");
	bc_group_add_input_socket(gtree, nmap["main"], 4, "Metallic");
	bc_group_add_input_socket(gtree, nmap["main"], 5, "Specular");

	bc_group_add_output_socket(gtree, nmap["mix"], 0, "Shader");
}
#endif

static void bc_node_add_link(bNodeTree *ntree, bNode *from_node, int from_index, bNode *to_node, int to_index)
{
	bNodeSocket *from_socket = (bNodeSocket *)BLI_findlink(&from_node->outputs, from_index);
	bNodeSocket *to_socket = (bNodeSocket *)BLI_findlink(&to_node->inputs, to_index);

	nodeAddLink(ntree, from_node, from_socket, to_node, to_socket);
}

void bc_add_default_shader(bContext *C, Material *ma)
{
	bNodeTree *ntree = prepare_material_nodetree(ma);
	std::map<std::string, bNode *> nmap;
#if 0
	nmap["main"] = bc_add_node(C, ntree, SH_NODE_BSDF_PRINCIPLED, -300, 300);
	nmap["emission"] = bc_add_node(C, ntree, SH_NODE_EMISSION, -300, 500, "emission");
	nmap["add"] = bc_add_node(C, ntree, SH_NODE_ADD_SHADER, 100, 400);
	nmap["transparent"] = bc_add_node(C, ntree, SH_NODE_BSDF_TRANSPARENT, 100, 200);
	nmap["mix"] = bc_add_node(C, ntree, SH_NODE_MIX_SHADER, 400, 300, "transparency");
	nmap["out"] = bc_add_node(C, ntree, SH_NODE_OUTPUT_MATERIAL, 600, 300);
	nmap["out"]->flag &= ~NODE_SELECT;

	bc_node_add_link(ntree, nmap["emission"], 0, nmap["add"], 0);
	bc_node_add_link(ntree, nmap["main"], 0, nmap["add"], 1);
	bc_node_add_link(ntree, nmap["add"], 0, nmap["mix"], 1);
	bc_node_add_link(ntree, nmap["transparent"], 0, nmap["mix"], 2);

	bc_node_add_link(ntree, nmap["mix"], 0, nmap["out"], 0);
	// experimental, probably not used.
	bc_make_group(C, ntree, nmap);
#else
nmap["main"] = bc_add_node(C, ntree, SH_NODE_BSDF_PRINCIPLED,  0, 300);
nmap["out"] = bc_add_node(C, ntree, SH_NODE_OUTPUT_MATERIAL, 300, 300);
bc_node_add_link(ntree, nmap["main"], 0, nmap["out"], 0);
#endif
}

COLLADASW::ColorOrTexture bc_get_base_color(Material *ma)
{
	bNode *master_shader = bc_get_master_shader(ma);
	if (master_shader) {
		return bc_get_base_color(master_shader);
	}
	else {
		return bc_get_cot(ma->r, ma->g, ma->b, ma->alpha);
	}
}

COLLADASW::ColorOrTexture bc_get_specular_color(Material *ma, bool use_fallback)
{
	bNode *master_shader = bc_get_master_shader(ma);
	if (master_shader) {
		return bc_get_specular_color(master_shader);
	}
	else if (use_fallback) {
		return bc_get_cot(ma->specr * ma->spec, ma->specg * ma->spec, ma->specb * ma->spec, 1.0f);
	}
	else {
		return bc_get_cot(0.0, 0.0, 0.0, 1.0); // no specular
	}
}

COLLADASW::ColorOrTexture bc_get_base_color(bNode *shader)
{
	bNodeSocket *socket = nodeFindSocket(shader, SOCK_IN, "Base Color");
	if (socket)
	{
		bNodeSocketValueRGBA *dcol = (bNodeSocketValueRGBA *)socket->default_value;
		float* col = dcol->value;
		return bc_get_cot(col[0], col[1], col[2], col[3]);
	}
	else {
		return bc_get_cot(0.8, 0.8, 0.8, 1.0); //default white
	}
}

COLLADASW::ColorOrTexture bc_get_specular_color(bNode *shader)
{
	bNodeSocket *socket = nodeFindSocket(shader, SOCK_IN, "Specular");
	if (socket)
	{
		bNodeSocketValueRGBA *dcol = (bNodeSocketValueRGBA *)socket->default_value;
		float* col = dcol->value;
		return bc_get_cot(col[0], col[1], col[2], col[3]);
	}
	else {
		return bc_get_cot(0.8, 0.8, 0.8, 1.0); //default white
	}
}

bNode *bc_get_master_shader(Material *ma)
{
	bNodeTree *nodetree = ma->nodetree;
	if (nodetree) {
		for (bNode *node = (bNode *)nodetree->nodes.first; node; node = node->next) {
			if (node->typeinfo->type == SH_NODE_BSDF_PRINCIPLED) {
				return node;
			}
		}
	}
	return NULL;
}

COLLADASW::ColorOrTexture bc_get_cot(float r, float g, float b, float a)
{
	COLLADASW::Color color(r, g, b, a);
	COLLADASW::ColorOrTexture cot(color);
	return cot;
}
